Dissertations / Theses on the topic 'Video game aesthetics'
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Wilson, Jason Anthony. "Gameplay and the Aesthetics of Intimacy." Thesis, Griffith University, 2007. http://hdl.handle.net/10072/365610.
Full textThesis (PhD Doctorate)
Doctor of Philosophy (PhD)
School of Arts Media and Culture
Arts, Education and Law
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Sweeney, Mark Richard. "The aesthetics of videogame music." Thesis, University of Oxford, 2014. https://ora.ox.ac.uk/objects/uuid:70a29850-0c0d-4abd-a501-e75224fa856a.
Full textMorales, Matthew. "Concerning Virtual Reality and Corporealized Media: Exploring Video Game Aesthetics and Phenomenology." Scholar Commons, 2018. https://scholarcommons.usf.edu/etd/7343.
Full textMartis, Nicholas Samuel. "Learning to Be Human by Pretending to Be Elves, Dwarves, and Mages: A Phenomenological Aesthetic of Video Games." Thesis, Boston College, 2014. http://hdl.handle.net/2345/3886.
Full textThis paper combines principles from aesthetic cognitivism with phenomenological embodiment as explained by Maurice Merleau-Ponty in order to construct both an argument for video games as a form of art as well as a method for appreciating them. I argue that the unique status of video games as interactive fictions warrants an adjusted set of aesthetic criteria. My proposed method of examination involves the concept of "fictional embodiment" in which an appreciator imaginatively undergoes the experiences of the video game character. After establishing this framework the paper applies it to narrative and emotion in video games before moving on to extended examples
Thesis (BA) — Boston College, 2014
Submitted to: Boston College. College of Arts and Sciences
Discipline: College Honors Program
Discipline: Philosophy
Schrank, Brian. "Play beyond flow: a theory of avant-garde videogames." Diss., Georgia Institute of Technology, 2010. http://hdl.handle.net/1853/42865.
Full textGirina, Ivan. "Cinematic games : the aesthetic influence of cinema on video games." Thesis, University of Warwick, 2015. http://wrap.warwick.ac.uk/74038/.
Full textBratkowski, Tad. "The Aesthetic Experience of Video Games: A Pluralistic Approach." OpenSIUC, 2014. https://opensiuc.lib.siu.edu/dissertations/799.
Full textFidalgo, Christopher J. "Art, Gaut and Games: the Case for Why Some Video Games Are Art." Digital Archive @ GSU, 2012. http://digitalarchive.gsu.edu/philosophy_hontheses/5.
Full textThomas, Bryant David. "New Retro: An Exploration of Modern Video Games With A Retro Aesthetic." Miami University / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=miami1493401505332341.
Full textRodríguez, Bruno. "Purchasing behaviour on aesthetic items in online video games with real currency : The case of Counter Strike: Global Offensive." Thesis, Uppsala universitet, Medier och kommunikation, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-331012.
Full textSouza, Vinícius Nunes Rocha e. "Análise da imagem visual em videogames." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2016. http://hdl.handle.net/10183/149358.
Full textFor thousands of years, the visual images significantly affect the daily life of the human being, characterized as a great means of communication and expression. With technological advances, are evident the significant changes in visual language, which are molded to the new contexts in which it is. Video games, digital artifacts widespread in society that allow the user's immersion in playful environments with interactivity. They are subject to increasingly sophisticated aesthetic designs. Once they predominantly use visual language, there is a premise that the image plays a key role for them to fulfill their function properly. However, images in video games does not always follow a standard of quality, lacking studies and methods that help its development and understanding. Thus, this study aims to develop a method for the analysis of visual image in video games, considering the wide range of functions that it carries on such artifacts. For this, in order to allow the development of the method and ensuring their replication, were defined certain methodological procedures that involve: implementation and evaluation of a first model of the method; development of a second model; collection and analysis of data involving research subjects experts in the field; and the development of the final model. As a result, it can be perceived that the analysis of visual images in videogames can be performed from a systematic method, however, were identified numerous considerations about how the method can become more efficient.
Drazdauskas, Laurynas. "Virtual Reality as a Phenomenon of Art." Thesis, Linköping University, Department of Philosophy, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-7645.
Full textIn this essay results are developed on two different levels. First, it is shown in demonstration that a phenomenological analysis on the lines of Roman’s Ingarden’s study of works in literature can be applied to Virtual Reality works, such as professional-simulators and video-games. In particular it can then be pointed out that: i) sound is separable from the scene, but using sound VR becomes enriched; ii) the main role in literature is left for the imagination, while in VR we find richness in concretization.
Second, it is argued in discussion that works in VR can be qualified as works of art. These electronic works may have all the aesthetical qualities (based on the phenomenology of Roman Ingarden) of the works of art in the traditional sense. So, that paper has two objectives: an analysis of VR and the search for the status of VR in art.
Chateau, Canguilhem Johann. "La chair virtuelle du cyberérotisme." Thesis, Bordeaux 3, 2014. http://www.theses.fr/2014BOR30017/document.
Full textThe main purpose of this multidisciplinary research is to define and assess the concept of “cybereroticism”. This notion is of such significance in the « virtual body » representation that it now seems possible to consider it an emblematic figure of the way the body is implicated in the contemporary field. Our method, combining aesthetics, cultural studies and psychoanalysis, is set up in three steps. First of all, we will provide a database highlighting the conceptual framework, which will allow us to create the initial terms of reference. In order to achieve this, we will provide a corpus of serious movies reflecting a spontaneous approach of this topic, mainly eXistenZ, Demonlover, The Cell and The Lawmmower Man. A second database will be achieved by observing video games, including pornographic and hentai games, in order to identify the conditions of the experience in its current state. Lastly, we will demonstrate how the persistence of the themes of violence and sadism, as well as the abandon of the body, its renewal or its reconfiguration, refer ultimately to anguish as a key aspect of the experience. This research hypothesis will eventually represent the last part of this thesis
Morisset, Thomas. "Du beau jeu. Pour une esthétique des jeux vidéo." Thesis, Sorbonne université, 2020. http://www.theses.fr/2020SORUL006.
Full textThis PhD thesis approaches videogames through the lense of player experience and aims to build a theoretical model that draws on two distinct philosophical traditions : aesthetics and philosophy of technology. It aims to prove both the existence of different regimes for experiencing games (namely closed play, open play and beautiful play) and that from each of these regimes stems a specific kind of sensible pleasure, expressed by an appreciative sensible judgement. Among these experiences, some are particularily defined by their ludic aspect. They lead the player to develop technical skills and henceforth require attentional dynamics which differ greatly from those implied by aesthetic experience. Relying on a technical definition of both game and play, this work shows that a technical regime of feeling and judging beauty exists which is close to the aesthetic regime and yet remains distinct from it. This thesis thus considers video games as a privileged means to reach this technical beauty and as one that develops aesthetic properties of their own
Johansson, Niklas, and Tony Lin. "Växande kunskaper i virtual reality : Virtual reality som ett verktyg för lärande." Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-18309.
Full textThis study discusses virtual reality (VR) games in relation to learning and entertainment. The digital portrayal will take place through the existing game GROW’em from the company Okay Games, where we examined how the effect on learning in a virtual reality game. The goal is to provide the player with engaging tasks in order to manage their greenhouse together with playful VR-interactions and the ability to influence their own environment. The purpose is for the player to learn about genuine flora and maybe one day replace their virtual plant with an actual plant. With this study we want to highlight games and virtual reality as a tool for learning, where the body's part in learning refers to how learning takes place through one's actions.
(6632252), Jordyn L. Lukomski. "CREATING AND ANALYZING VALUES, ETHICS, AND INCLUSIVE DESIGN IN ENVIRONMENTAL STORYTELLING FOR VIDEO GAMES." Thesis, 2019.
Find full textVideo game studies pertaining to representations of gender, race, culture, and sexuality are commonly discussed in relation to the characters, narrative, or gameplay mechanics. Video game environments are often left out of these discussions as most publications focus on how the environment was created and environmental storytelling. In this pilot study the researcher had participants analyze and discuss three futuristic, dystopian environments that contained alternative ways of representing gender, race, culture, and sexuality. The environments did not have gameplay or character interactions so that the player could focus on the environment. Results indicated that futuristic dystopian environments do not need to rely on stereotypes and harmful depictions to evoke core themes, even if they relate to violence, sex, oppression, or addiction. However, a lack of representation or a “neutral” take on representating gender, race, sexuality, and culture results in world that feels bland, isolated, and unnatural. Additionally, while participants disagreed on certain representations or noticed different aspects of the environments, the researcher found that focusing on “playtesting” just the environment can reveal how certain values, themes, and representations arise out of prop repetition, prop juxtaposition, and even how the player moves physically through the space.
Ray, Jean-Charles. "Les systèmes de la peur : approche transmédiatique de l'horreur dans la littérature et le jeu vidéo." Thèse, 2017. http://hdl.handle.net/1866/20482.
Full textArsenault, Dominic. "Des typologies mécaniques à l'expérience esthétique : fonctions et mutations du genre dans le jeu vidéo." Thèse, 2011. http://hdl.handle.net/1866/5873.
Full textThis thesis provides an in-depth examination of the nature and application of the concept of genre for the video game. It is divided in three parts. Part one features an overview of genre theory in literature and film studies. The essential properties of genre as a concept are identified: it is an intuitive and “thumbnail” classification method, discursive rather than systemic in nature, and that owes its existence to a common cultural consensus rather than theoretical divisions. More importantly, the notions of tradition, innovation and hybridity are found to be central to genre. In part two, these findings are applied to the case of video game genre. A few typologies are examined to show that authoritative classifications are impossible. A model of the development of genres is laid out, based on three modalities: imitation, reiteration and innovation. By studying the history of the first-person shooter, the traditional conception of genre being based on formal mechanics is replaced by a new definition centered on player experience. Part three details experience as a theoretical concept and places it at the center of a new conception of genre, the pragmatics of generic effects. In this view, any object is a matrix of generic anchors bound to become generic effects, provided the player possesses the generic competences required to recognize them. This new approach is demonstrated through an examination of the survival-horror videogame genre. This case study showcases the potential of the pragmatics of generic effects for other fields, and provides a testimony for the recursion of the questions of genre between the video game, literature, and film.
Dor, Simon. "Repenser l’histoire de la jouabilité : l’émergence du jeu de stratégie en temps réel." Thèse, 2015. http://hdl.handle.net/1866/13964.
Full textThis thesis is a reflection on the stakes of a history of the real-time strategy (RTS) genre. The goal is to understand contexts in which RTS makes sense to historicize its emergence and its classical period. It seeks to document, on the one hand, the crystallization of RTS as an object having a relatively stable form and as a precise and identified corpus and, on the other hand, the emergence of classical RTS gameplay figures. The first part of this thesis describes the object of this research in order to understand the complexity of the words “strategy” and “strategy games.” The second part puts in place the epistemological thinking by showing how gameplay can be taken into account in a history of video games. It defines the gameplay paradigm concept as a discursive formation to regroup actional statements as a logical unit that is not necessarily equivalent to a genre. The third part maps the emergence of the genre from wargames in the 1970s to multiplayer games of the following decade. Two gameplay paradigms are distinguished and will form the classical RTS: the paradigm of decryption and the paradigm of prediction. The last part explains the role of classical RTS by showing how these two paradigms coexist as two different game modes that offer fundamentally different gameplay experiences.
Chabot, Philippe. "L’ocularisation vidéoludique : une typologie des points de vue à l’intérieur des phases interactives dans les jeux vidéo tridimensionnels." Thèse, 2016. http://hdl.handle.net/1866/18737.
Full textUn survol des théories sur le point de vue et sur l’ocularisation au cinéma permet de constater que les recherches ont été bien menées dans ce champ d’étude. Or, le même bilan ne peut pas être fait en jeu vidéo. Le point de vue vidéoludique n’a pas été analysé et théorisé avec la même exhaustivité et le même approfondissement. Beaucoup de lacunes sont encore visibles et le but de ce mémoire est justement d’en cibler quelques-unes et de les combler. Cette recherche se penche ainsi sur les points de vue en jeu vidéo et plus précisément, sur ceux que l’on retrouve à l’intérieur des phases interactives (les cinématiques sont par exemple exclues) dans les oeuvres tridimensionnelles. Une typologie de l’ocularisation vidéoludique, c’est-à-dire une nouvelle catégorisation des différents types de visualisation, est présentée, décortiquée et exemplifiée tout au long de ce mémoire. Celle-ci est plus approfondie que celles déjà développées par le passé, car elle prend en compte une plus grande variété de caractéristiques : l’ancrage, le positionnement, la mobilité et le contrôle offert au joueur. Aussi, elle détaille l’impact des différents points de vue sur l’expérience de l’utilisateur en privilégiant deux axes : l’esthétique et la fonctionnalité. À terme, ce mémoire permet d’instaurer une théorie de l’ocularisation plus aboutie dans les études vidéoludiques.
An overview of the theories on the point of view and on the ocularization in cinema shows that the researches were well conducted in this field of study. However, the same report cannot be done in video game. The notion of point of view has not been analyzed and theorized with the same exhaustiveness and deepening. Many gaps are still visible and the purpose of this thesis is to target some of them and to fill them. This research thus examines the points of view in video games and more specifically, those that are found within the interactive phases (cutscenes are for example excluded) in three-dimensional games. A typology of ocularization, that is to say a new categorization of the different types of visualization, is presented, analyzed and exemplified throughout this thesis. This one goes into deeper details than those already developed in the past, because it takes into account a greater variety of characteristics: anchor, positioning, mobility and control available to the player. Also, it details the impact of the various points of view on the user’s experience by focusing on two axes: aesthetic and functionality. Ultimately, this thesis allows establishing a more elaborate theory on ocularization in video game studies.
Lessard, Jonathan. "Histoire formelle du jeu d’aventure sur ordinateur (le cas de l’Amérique du Nord de 1976-1999)." Thèse, 2013. http://hdl.handle.net/1866/10328.
Full textThis dissertation examines the formal evolution of adventure games from 1976 to 1999. It aims at understanding the genre’s emergence, its institution and transformations. The research is based on the parallel analysis of computer game magazine discourse and a large corpus of games. One of its main theses is that adventure games’ generic identity is founded on a relatively stable gameplay experience despite important formal variations. This experience is maintained by the reproduction of a general game design architecture initiated by Adventure in 1977. Specific historical models of the adventure game are the product of a negociation between developers’ efforts to adapt to changes in computer game ecology and the resistance of an established ludic architecture. In the first chapter, the research project is justified considering the current state of knowledge pertaining to digital game history in general and adventure games in particular. The theoretical framework, methodology and source materials are also detailed. The second chapter offers a fresh look at Crowther and Woods’Adventure (1976; 1977) in terms of the network of cultural practices in which it was developed. This analysis helps mapping the outlines of the game’s videoludic architecture. The third chapter describes the genre’s « narrative turn » taking place in the early 1980s. It describes the various historical factors pushing the genre as a narrative vehicle by embedding structured pre-written stories. The context of adventure games’ transition from a textual to a visual representation – and its experiential consequences – is the subject of the fourth chapter on the genre’s « graphical turn ». The « ergonomical turn » described in the fifth chapter relates the institution of the « point & click » model to contemporary advances in human-computer interaction as well as to the maturation of video game design as an autonomous practice. The last chapter gives an account of adventure games’ heyday on the onset of the multimedia revolution through the interactive film and “Myst-like” forms, followed by the slowdown – or even standstill – of its formal evolution.
Bussière-Lavallée, Véronique. "Du modèle du cercle magique à celui de la place du joueur : un apport de l’esthétique de la réception au design de jeux vidéo." Thèse, 2013. http://hdl.handle.net/1866/10973.
Full textThis thesis proposes a consideration of models that allow one to better understand and develop the aesthetic experience of a video game. Such models reflect different ideals of the player’s position. Since we approach it through a reflection on the model of the “magic circle”, play is often understood to be a unilateral act of entering, via the imagination a world foreign to the real world - where any penalty or exit marks the end of the game. Looked at this way, the designer’s role is therefore to place and maintain the player in the virtual world, making him feel immersed and present therein. However, as evidenced by those critics who speak out against the model of the magic circle, other strategies to put the player in place need to be distinguished and defined in order to facilitate the analysis and design of video games. Given this model, deemed to be restrictive, what we propose is to use some typological and methodological tools of reception aesthetics in art history in order to build a more inclusive model of the "player's place", the validity of which is tested by analysing the video game God of War III (2010).